BitmapText#previousPosition
  • References/Game Development/Phaser/Text/BitmapText

[readonly] previousPosition : Phaser.Point

2025-01-10 15:47:30
Text#precalculateWordWrap()
  • References/Game Development/Phaser/Text/Text

precalculateWordWrap(text) → {array} Runs the given text through the Text.runWordWrap function and

2025-01-10 15:47:30
RetroFont#renderXY()
  • References/Game Development/Phaser/Text/RetroFont

renderXY(displayObject, x, y, clear) This function will draw the display object to the RenderTexture at

2025-01-10 15:47:30
Text#addColor()
  • References/Game Development/Phaser/Text/Text

addColor(color, position) → {Phaser.Text}

2025-01-10 15:47:30
RetroFont.TEXT_SET8
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET8 : string Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ

2025-01-10 15:47:30
Text#pendingDestroy
  • References/Game Development/Phaser/Text/Text

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

2025-01-10 15:47:30
RetroFont#setFrame()
  • References/Game Development/Phaser/Text/RetroFont

setFrame(frame) Specifies the region of the baseTexture that this texture will use. Parameters

2025-01-10 15:47:30
RetroFont#isTiling
  • References/Game Development/Phaser/Text/RetroFont

isTiling : boolean Is this a tiling texture? As used by the likes of a TilingSprite.

2025-01-10 15:47:30
RetroFont.ALIGN_CENTER
  • References/Game Development/Phaser/Text/RetroFont

[static] ALIGN_CENTER : string Align each line of multi-line text in the center.

2025-01-10 15:47:30
Text#deltaY
  • References/Game Development/Phaser/Text/Text

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

2025-01-10 15:47:30